User Tools

Site Tools


gang_hit_points

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
Last revisionBoth sides next revision
gang_hit_points [2016/11/24 17:09] andrewgang_hit_points [2016/11/25 13:29] dave
Line 9: Line 9:
 Gangs can heal damage too.  Every time they capture a PC or other member of the Restoration Committee, a gang is healed 5 points (even if the prisoner is later freed or escapes).  Every time a gang succeeds in a caper when the PC's attempt to stop them, it is healed 10 points.  Every time a gang kills a PC or a member of Universal Rescue, or an NPC under the PC's protection, it is healed 5 points.  Any session where a particular gang with damage is left alone by the players will allow it to heal 1d6 points. Gangs can heal damage too.  Every time they capture a PC or other member of the Restoration Committee, a gang is healed 5 points (even if the prisoner is later freed or escapes).  Every time a gang succeeds in a caper when the PC's attempt to stop them, it is healed 10 points.  Every time a gang kills a PC or a member of Universal Rescue, or an NPC under the PC's protection, it is healed 5 points.  Any session where a particular gang with damage is left alone by the players will allow it to heal 1d6 points.
  
-**Effects of Cumulative Damage**+**Effects of Cumulative Damage** VERSION 1
  
 __Demoralized:__  If a gang reaches 100 to 150 points of damage, it is demoralized and each member suffers -1 on all Spirit checks and any skills depending on Spirit. __Demoralized:__  If a gang reaches 100 to 150 points of damage, it is demoralized and each member suffers -1 on all Spirit checks and any skills depending on Spirit.
Line 16: Line 16:
  
 __Broken:__ if a gang reaches 201+ points of damage, it is considered broken in spirit.  Members, except for the top leaders, will immediately flee if confronted by the PC's.  Each gang should have a secret condition established for it by one of the GM's that if the gang reaches broken status, and that condition is met, the gang dissolves. (Example, perhaps the All-Americans will dissolve if both top leaders are killed, or the Wound Ravens will dissolve if condemned by Archbishop Romano). __Broken:__ if a gang reaches 201+ points of damage, it is considered broken in spirit.  Members, except for the top leaders, will immediately flee if confronted by the PC's.  Each gang should have a secret condition established for it by one of the GM's that if the gang reaches broken status, and that condition is met, the gang dissolves. (Example, perhaps the All-Americans will dissolve if both top leaders are killed, or the Wound Ravens will dissolve if condemned by Archbishop Romano).
 +
 +**Effects of Damage** VERSION 2
 +Each time a gang ends a session with a cumulative damage total of 50 or more, it must make a morale check on the following table.  Each multiple of 50 damage points imposes a -1 to the roll.
 +The morale status lasts until the end of the next session.
 +
 +2d10 Result.     Gang Status.  
 +
 +3 or less.       Broken.          -3 spirit, extras flee PCs gang dissolves if special condition met, permanent -2 penalty on further rolls on this table.
 +
 +4-6              Desperate.       -2 spirit,  extras must make spirit check or flee
 +
 +7-9              Demoralized.     -1 spirit
 +
 +10-14            Standard
 +
 +15-17            Energized.       +1 spirit
 +
 +18-19            Vengeful.        +2 spirit, always make lethal attacks vs PC
 +
 + 20+             Zealous.         +3 spirit, appear on every 2 of clubs PC card, always lethal
 +
 +
 +
 +
  
 **The Damage Board** **The Damage Board**
gang_hit_points.txt · Last modified: 2018/03/04 13:23 by 127.0.0.1